Y on both new Phoenix and Sentinel.
On Web Zip, it's supposed to be dangerous, he is Spider Man he is supposed to be highly mobile, safe and agile especially more than robot man Spencer. Spencer still has better and meatier limbs than Spider Man plus he has the Arm. There is very little reason to be using Spider Man over Spencer in the new patch especially with the differences in their support capability. That edge in mobility is something that Spider Man needs over Spencer. Right now Spider Man is a point only character competing with numerous other great air dash characters with better limbs, better zoning and better rushdown... that Web Glide being good is the only thing that makes someone even start to consider putting him on a slot, it's a character trait.
I say we meet half way on the Web Glide change, allow the shooting animation to be block cancelable but not after he starts moving forward.
I also don't agree about unblockables being either good or bad. Slow unblockables that are hard to set up, require assists or meter and don't lead into 3 characters dead are normally fine. Most unblockables that are on the ground can be avoided by stuff like CC which we are buffing. And utility of a move does matter... if a move can OTG, create a persisting hit box for quite some time on the screen, works as a combo extender, works as a block string ender AND it hits OTG to set up unblockable which is attached to a character that is already equipped to do proper mix ups both high low and right left while doing good damage than that unblockable is unneeded and unnecessary.
One thing I will say on RR and I am well aware of this is that he should not be able to set up the rocks with a raw tag set up on incoming. I have seen RR set up an unblockable into Spencer against an incoming which of course leads into dead characters and then if he builds enough meter he can unblockable again. If we can figure out how to prevent RR to not be able to set up raw tag incoming unblockables then that is acceptable to me.
For MODOK the unblockable nerf I can suggest is that the active frame time for the low property on the snot is lowered so that the unblockable window is lower.
Edit: Going to think more about how to change these unblockables especially RR.